I was debugging an issue where visual gizmo would not get correct representation with code and encountered this. I'm using gizmo to represent a trigger, and it seems like with large radius frame points are offset slightly. This can be confirmed by projecting a ray from the center of the sphere to any normalized direction and multiplying with sphere radius. Moreover, math that is used for the detection actually work correctly, but gizmo drawn is incorrect Here's an example: Where "real" is ray from the center towards player (normalized) * radius: Is this caused by actual gizmo having lower precision (too low point count to generate correct representation)? How to handle large gizmos like these?